/* +------------------------------------------------------------------------+
   |                     Mobile Robot Programming Toolkit (MRPT)            |
   |                          https://www.mrpt.org/                         |
   |                                                                        |
   | Copyright (c) 2005-2021, Individual contributors, see AUTHORS file     |
   | See: https://www.mrpt.org/Authors - All rights reserved.               |
   | Released under BSD License. See: https://www.mrpt.org/License          |
   +------------------------------------------------------------------------+ */
#pragma once

#include <mrpt/math/CMatrixDynamic.h>
#include <mrpt/math/CMatrixFixed.h>
#include <mrpt/math/CSparseMatrixTemplate.h>
#include <mrpt/math/TLine2D.h>
#include <mrpt/math/TPolygon3D.h>
#include <mrpt/math/TPolygonWithPlane.h>
#include <mrpt/math/TPose3D.h>
#include <mrpt/math/epsilon.h>
#include <mrpt/math/math_frwds.h>  // forward declarations
#include <mrpt/math/wrap2pi.h>

namespace mrpt::math
{
/** \addtogroup geometry_grp Geometry: lines, planes, intersections, SLERP,
 * "lightweight" point & pose classes
 *  \ingroup mrpt_math_grp
 * @{ */

/** @name Simple intersection operations, relying basically on geometrical
   operations.
	@{
 */
/** Gets the intersection between two 3D segments. Possible outcomes:
 *		- Segments intersect: Return=true, obj.getType()=GEOMETRIC_TYPE_POINT
 *		- Segments don't intersect & are parallel: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_SEGMENT, obj is the segment "in between" both
 *segments.
 *		- Segments don't intersect & aren't parallel: Return=false.
 * \sa TObject3D
 */
bool intersect(const TSegment3D& s1, const TSegment3D& s2, TObject3D& obj);

/** Gets the intersection between a 3D segment and a plane. Possible outcomes:
 *		- Don't intersect: Return=false
 *		- s1 is within the plane: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_SEGMENT
 *		- s1 intersects the plane at one point: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_POINT
 * \sa TObject3D
 */
bool intersect(const TSegment3D& s1, const TPlane& p2, TObject3D& obj);

/** Gets the intersection between a 3D segment and a 3D line. Possible outcomes:
 *		- They don't intersect : Return=false
 *		- s1 lies within the line: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_SEGMENT
 *		- s1 intersects the line at a point: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_POINT
 * \sa TObject3D
 */
bool intersect(const TSegment3D& s1, const TLine3D& r2, TObject3D& obj);

/** Gets the intersection between a plane and a 3D segment. Possible outcomes:
 *		- Don't intersect: Return=false
 *		- s2 is within the plane: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_SEGMENT
 *		- s2 intersects the plane at one point: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_POINT
 * \sa TObject3D
 */
inline bool intersect(const TPlane& p1, const TSegment3D& s2, TObject3D& obj)
{
	return intersect(s2, p1, obj);
}

/** Gets the intersection between two planes. Possible outcomes:
 *		- Planes are parallel: Return=false
 *		- Planes intersect into a line: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_LINE
 * \sa TObject3D
 */
bool intersect(const TPlane& p1, const TPlane& p2, TObject3D& obj);

/** Gets the intersection between a plane and a 3D line. Possible outcomes:
 *		- Line is parallel to plane but not within it: Return=false
 *		- Line is contained in the plane: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_LINE
 *		- Line intersects the plane at one point: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_POINT
 * \sa TObject3D
 */
bool intersect(const TPlane& p1, const TLine3D& p2, TObject3D& obj);

/** Gets the intersection between a 3D line and a 3D segment. Possible outcomes:
 *		- They don't intersect : Return=false
 *		- s2 lies within the line: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_SEGMENT
 *		- s2 intersects the line at a point: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_POINT
 * \sa TObject3D
 */
inline bool intersect(const TLine3D& r1, const TSegment3D& s2, TObject3D& obj)
{
	return intersect(s2, r1, obj);
}

/** Gets the intersection between a 3D line and a plane. Possible outcomes:
 *		- Line is parallel to plane but not within it: Return=false
 *		- Line is contained in the plane: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_LINE
 *		- Line intersects the plane at one point: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_POINT
 * \sa TObject3D
 */
inline bool intersect(const TLine3D& r1, const TPlane& p2, TObject3D& obj)
{
	return intersect(p2, r1, obj);
}

/** Gets the intersection between two 3D lines. Possible outcomes:
 *		- Lines do not intersect: Return=false
 *		- Lines are parallel and do not coincide: Return=false
 *		- Lines coincide (are the same): Return=true,
 *obj.getType()=GEOMETRIC_TYPE_LINE
 *		- Lines intesect in a point: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_POINT
 * \sa TObject3D
 */
bool intersect(const TLine3D& r1, const TLine3D& r2, TObject3D& obj);

/** Gets the intersection between two 2D lines. Possible outcomes:
 *		- Lines do not intersect: Return=false
 *		- Lines are parallel and do not coincide: Return=false
 *		- Lines coincide (are the same): Return=true,
 *obj.getType()=GEOMETRIC_TYPE_LINE
 *		- Lines intesect in a point: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_POINT
 * \sa TObject2D
 */
bool intersect(const TLine2D& r1, const TLine2D& r2, TObject2D& obj);

/** Gets the intersection between a 2D line and a 2D segment. Possible outcomes:
 *		- They don't intersect: Return=false
 *		- s2 lies within the line: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_SEGMENT
 *		- Both intersects in one point: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_POINT
 * \sa TObject2D
 */
bool intersect(const TLine2D& r1, const TSegment2D& s2, TObject2D& obj);

/** Gets the intersection between a 2D line and a 2D segment. Possible outcomes:
 *		- They don't intersect: Return=false
 *		- s1 lies within the line: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_SEGMENT
 *		- Both intersects in one point: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_POINT
 * \sa TObject2D
 */
inline bool intersect(const TSegment2D& s1, const TLine2D& r2, TObject2D& obj)
{
	return intersect(r2, s1, obj);
}

/** Gets the intersection between two 2D segments. Possible outcomes:
 *		- Segments intersect: Return=true, obj.getType()=GEOMETRIC_TYPE_POINT
 *		- Segments don't intersect & are parallel: Return=true,
 *obj.getType()=GEOMETRIC_TYPE_SEGMENT, obj is the segment "in between" both
 *segments.
 *		- Segments don't intersect & aren't parallel: Return=false.
 * \sa TObject2D
 */
bool intersect(const TSegment2D& s1, const TSegment2D& s2, TObject2D& obj);

/** @}
 */

/** @name Angle retrieval methods. Methods which use TSegments will
   automatically use TLines' implicit constructors.
	@{
 */
/**
 * Computes the angle between two planes.
 */
double getAngle(const TPlane& p1, const TPlane& p2);
/**
 * Computes the angle between a plane and a 3D line or segment (implicit
 * constructor will be used if passing a segment instead of a line).
 */
double getAngle(const TPlane& p1, const TLine3D& r2);
/**
 * Computes the angle between a 3D line or segment and a plane (implicit
 * constructor will be used if passing a segment instead of a line).
 */
inline double getAngle(const TLine3D& r1, const TPlane& p2)
{
	return getAngle(p2, r1);
}
/**
 * Computes the accute relative angle (range: [-PI/2,PI/2]) between two lines.
 * \note Implicit constructor allows passing a segment as argument too.
 */
double getAngle(const TLine3D& r1, const TLine3D& r2);
/**
 * Computes the relative angle (range: [-PI,PI]) of line 2 wrt line 1.
 * \note Implicit constructor allows passing a segment as argument too.
 */
double getAngle(const TLine2D& r1, const TLine2D& r2);
/** @}
 */

/** @name Creation of lines from poses.
	@{
 */
/**
 * Gets a 3D line corresponding to the X axis in a given pose. An implicit
 * constructor is used if a TPose3D is given.
 * \sa createFromPoseY,createFromPoseZ,createFromPoseAndVector
 */
void createFromPoseX(const mrpt::math::TPose3D& p, TLine3D& r);
/**
 * Gets a 3D line corresponding to the Y axis in a given pose. An implicit
 * constructor is used if a TPose3D is given.
 * \sa createFromPoseX,createFromPoseZ,createFromPoseAndVector
 */
void createFromPoseY(const mrpt::math::TPose3D& p, TLine3D& r);
/**
 * Gets a 3D line corresponding to the Z axis in a given pose. An implicit
 * constructor is used if a TPose3D is given.
 * \sa createFromPoseX,createFromPoseY,createFromPoseAndVector
 */
void createFromPoseZ(const mrpt::math::TPose3D& p, TLine3D& r);
/**
 * Gets a 3D line corresponding to any arbitrary vector, in the base given by
 * the pose. An implicit constructor is used if a TPose3D is given.
 * \sa createFromPoseX,createFromPoseY,createFromPoseZ
 */
void createFromPoseAndVector(
	const mrpt::math::TPose3D& p, const double (&vector)[3], TLine3D& r);
/**
 * Gets a 2D line corresponding to the X axis in a given pose. An implicit
 * constructor is used if a CPose2D is given.
 * \sa createFromPoseY,createFromPoseAndVector
 */
void createFromPoseX(const TPose2D& p, TLine2D& r);
/**
 * Gets a 2D line corresponding to the Y axis in a given pose. An implicit
 * constructor is used if a CPose2D is given.
 * \sa createFromPoseX,createFromPoseAndVector
 */
void createFromPoseY(const TPose2D& p, TLine2D& r);
/**
 * Gets a 2D line corresponding to any arbitrary vector, in the base given the
 * given pose. An implicit constructor is used if a CPose2D is given.
 * \sa createFromPoseY,createFromPoseAndVector
 */
void createFromPoseAndVector(
	const TPose2D& p, const double (&vector)[2], TLine2D& r);
/** @}
 */

/** @name Other line or plane related methods.
	@{
 */
/**
 * Checks whether this polygon or set of points acceptably fits a plane.
 * \sa TPolygon3D,getEpsilon
 */
bool conformAPlane(const std::vector<TPoint3D>& points);
/**
 * Checks whether this polygon or set of points acceptably fits a plane, and if
 * it's the case returns it in the second argument.
 * \sa TPolygon3D,getEpsilon
 */
bool conformAPlane(const std::vector<TPoint3D>& points, TPlane& p);
/**
 * Checks whether this set of points acceptably fits a 2D line.
 * \sa getEpsilon
 */
bool areAligned(const std::vector<TPoint2D>& points);
/**
 * Checks whether this set of points acceptably fits a 2D line, and if it's the
 * case returns it in the second argument.
 * \sa getEpsilon
 */
bool areAligned(const std::vector<TPoint2D>& points, TLine2D& r);
/**
 * Checks whether this set of points acceptably fits a 3D line.
 * \sa getEpsilon
 */
bool areAligned(const std::vector<TPoint3D>& points);
/**
 * Checks whether this set of points acceptably fits a 3D line, and if it's the
 * case returns it in the second argument.
 */
bool areAligned(const std::vector<TPoint3D>& points, TLine3D& r);
/** @}
 */

/** @name Projections
	@{
 */
/** Uses the given pose 3D to project a point into a new base */
inline void project3D(
	const TPoint3D& point, const mrpt::math::TPose3D& newXYpose,
	TPoint3D& newPoint)
{
	newXYpose.composePoint(point, newPoint);
}
/** Uses the given pose 3D to project a segment into a new base  */
inline void project3D(
	const TSegment3D& segment, const mrpt::math::TPose3D& newXYpose,
	TSegment3D& newSegment)
{
	project3D(segment.point1, newXYpose, newSegment.point1);
	project3D(segment.point2, newXYpose, newSegment.point2);
}

/** Uses the given pose 3D to project a line into a new base */
void project3D(
	const TLine3D& line, const mrpt::math::TPose3D& newXYpose,
	TLine3D& newLine);
/** Uses the given pose 3D to project a plane into a new base */
void project3D(
	const TPlane& plane, const mrpt::math::TPose3D& newXYpose,
	TPlane& newPlane);
/** Uses the given pose 3D to project a polygon into a new base */
void project3D(
	const TPolygon3D& polygon, const mrpt::math::TPose3D& newXYpose,
	TPolygon3D& newPolygon);
/** Uses the given pose 3D to project any 3D object into a new base. */
void project3D(
	const TObject3D& object, const mrpt::math::TPose3D& newXYPose,
	TObject3D& newObject);

/** Projects any 3D object into the plane's base, using its inverse pose. If the
 * object is exactly inside the plane, this projection will zero its Z
 * coordinates */
template <class T>
void project3D(const T& obj, const TPlane& newXYPlane, T& newObj)
{
	mrpt::math::TPose3D pose;
	TPlane(newXYPlane).getAsPose3D(pose);
	project3D(obj, -pose, newObj);
}

/** Projects any 3D object into the plane's base, using its inverse pose and
 * forcing the position of the new coordinates origin. If the object is exactly
 * inside the plane, this projection will zero its Z coordinates  */
template <class T>
void project3D(
	const T& obj, const TPlane& newXYPlane, const TPoint3D& newOrigin,
	T& newObj)
{
	mrpt::math::TPose3D pose;
	// TPlane(newXYPlane).getAsPose3DForcingOrigin(newOrigin,pose);
	TPlane(newXYPlane).getAsPose3D(pose);
	project3D(obj, -pose, newObj);
}

/** Projects a set of 3D objects into the plane's base. */
template <class T>
void project3D(
	const std::vector<T>& objs, const mrpt::math::TPose3D& newXYpose,
	std::vector<T>& newObjs)
{
	size_t N = objs.size();
	newObjs.resize(N);
	for (size_t i = 0; i < N; i++)
		project3D(objs[i], newXYpose, newObjs[i]);
}

/** Uses the given pose 2D to project a point into a new base. */
void project2D(
	const TPoint2D& point, const TPose2D& newXpose, TPoint2D& newPoint);

/** Uses the given pose 2D to project a segment into a new base  */
inline void project2D(
	const TSegment2D& segment, const TPose2D& newXpose, TSegment2D& newSegment)
{
	project2D(segment.point1, newXpose, newSegment.point1);
	project2D(segment.point2, newXpose, newSegment.point2);
}

/** Uses the given pose 2D to project a line into a new base */
void project2D(const TLine2D& line, const TPose2D& newXpose, TLine2D& newLine);
/** Uses the given pose 2D to project a polygon into a new base. */
void project2D(
	const TPolygon2D& polygon, const TPose2D& newXpose, TPolygon2D& newPolygon);
/** Uses the given pose 2D to project any 2D object into a new base */
void project2D(
	const TObject2D& object, const TPose2D& newXpose, TObject2D& newObject);

/** Projects any 2D object into the line's base, using its inverse pose. If the
 * object is exactly inside the line, this projection will zero its Y
 * coordinate.
 * \tparam CPOSE2D set to TPose2D
 */
template <class T, class CPOSE2D>
void project2D(const T& obj, const TLine2D& newXLine, T& newObj)
{
	CPOSE2D pose;
	newXLine.getAsPose2D(pose);
	project2D(obj, CPOSE2D(0, 0, 0) - pose, newObj);
}

/** Projects any 2D object into the line's base, using its inverse pose and
 * forcing the position of the new coordinate origin. If the object is exactly
 * inside the line, this projection will zero its Y coordinate.
 * \tparam CPOSE2D set to TPose2D
 */
template <class T, class CPOSE2D>
void project2D(
	const T& obj, const TLine2D& newXLine, const TPoint2D& newOrigin, T& newObj)
{
	CPOSE2D pose;
	newXLine.getAsPose2DForcingOrigin(newOrigin, pose);
	project2D(obj, CPOSE2D(0, 0, 0) - pose, newObj);
}

/** Projects a set of 2D objects into the line's base */
template <class T>
void project2D(
	const std::vector<T>& objs, const TPose2D& newXpose,
	std::vector<T>& newObjs)
{
	size_t N = objs.size();
	newObjs.resize(N);
	for (size_t i = 0; i < N; i++)
		project2D(objs[i], newXpose, newObjs[i]);
}
/** @}
 */

/** @name Polygon intersections. These operations rely more on spatial reasoning
   than in raw numerical operations.
	@{
 */
/** Gets the intersection between a 2D polygon and a 2D segment. \sa TObject2D
 */
bool intersect(const TPolygon2D& p1, const TSegment2D& s2, TObject2D& obj);
/** Gets the intersection between a 2D polygon and a 2D line. \sa TObject2D  */
bool intersect(const TPolygon2D& p1, const TLine2D& r2, TObject2D& obj);
/** Gets the intersection between two 2D polygons. \sa TObject2D */
bool intersect(const TPolygon2D& p1, const TPolygon2D& p2, TObject2D& obj);
/** Gets the intersection between a 2D segment and a 2D polygon.  \sa TObject2D
 */
inline bool intersect(
	const TSegment2D& s1, const TPolygon2D& p2, TObject2D& obj)
{
	return intersect(p2, s1, obj);
}
/** Gets the intersection between a 2D line and a 2D polygon.\sa TObject2D */
inline bool intersect(const TLine2D& r1, const TPolygon2D& p2, TObject2D& obj)
{
	return intersect(p2, r1, obj);
}
/** Gets the intersection between a 3D polygon and a 3D segment. \sa TObject3D
 */
bool intersect(const TPolygon3D& p1, const TSegment3D& s2, TObject3D& obj);
/** Gets the intersection between a 3D polygon and a 3D line. \sa TObject3D  */
bool intersect(const TPolygon3D& p1, const TLine3D& r2, TObject3D& obj);
/** Gets the intersection between a 3D polygon and a plane. \sa TObject3D */
bool intersect(const TPolygon3D& p1, const TPlane& p2, TObject3D& obj);
/** Gets the intersection between two 3D polygons. \sa TObject3D */
bool intersect(const TPolygon3D& p1, const TPolygon3D& p2, TObject3D& obj);
/** Gets the intersection between a 3D segment and a 3D polygon. \sa TObject3D
 */
inline bool intersect(
	const TSegment3D& s1, const TPolygon3D& p2, TObject3D& obj)
{
	return intersect(p2, s1, obj);
}
/** Gets the intersection between a 3D line and a 3D polygon.\sa TObject3D  */
inline bool intersect(const TLine3D& r1, const TPolygon3D& p2, TObject3D& obj)
{
	return intersect(p2, r1, obj);
}
/** Gets the intersection between a plane and a 3D polygon. \sa TObject3D */
inline bool intersect(const TPlane& p1, const TPolygon3D& p2, TObject3D& obj)
{
	return intersect(p2, p1, obj);
}

/** Gets the intersection between two sets of 3D polygons. The intersection is
 * returned as an sparse matrix with each pair of polygons' intersections, and
 * the return value is the amount of intersections found.
 * \sa TObject3D,CSparseMatrixTemplate */
size_t intersect(
	const std::vector<TPolygon3D>& v1, const std::vector<TPolygon3D>& v2,
	CSparseMatrixTemplate<TObject3D>& objs);
/** Gets the intersection between two sets of 3D polygons. The intersection is
 * returned as a vector with every intersection found, and the return value is
 * the amount of intersections found.
 * \sa TObject3D */
size_t intersect(
	const std::vector<TPolygon3D>& v1, const std::vector<TPolygon3D>& v2,
	std::vector<TObject3D>& objs);
/** @}
 */

/** @name Other intersections
	@{
 */
/** Gets the intersection between vectors of geometric objects and returns it in
 * a sparse matrix of either TObject2D or TObject3D.
 * \sa TObject2D,TObject3D,CSparseMatrix */
template <class T, class U, class O>
size_t intersect(
	const std::vector<T>& v1, const std::vector<U>& v2,
	CSparseMatrixTemplate<O>& objs)
{
	size_t M = v1.size(), N = v2.size();
	O obj;
	objs.clear();
	objs.resize(M, N);
	for (size_t i = 0; i < M; i++)
		for (size_t j = 0; j < M; j++)
			if (intersect(v1[i], v2[j], obj)) objs(i, j) = obj;
	return objs.getNonNullElements();
}

/** Gets the intersection between vectors of geometric objects and returns it in
 * a vector of either TObject2D or TObject3D.
 * \sa TObject2D,TObject3D */
template <class T, class U, class O>
size_t intersect(
	const std::vector<T>& v1, const std::vector<U>& v2, std::vector<O> objs)
{
	objs.resize(0);
	O obj;
	for (typename std::vector<T>::const_iterator it1 = v1.begin();
		 it1 != v1.end(); ++it1)
	{
		const T& elem1 = *it1;
		for (typename std::vector<U>::const_iterator it2 = v2.begin();
			 it2 != v2.end(); ++it2)
			if (intersect(elem1, *it2, obj)) objs.push_back(obj);
	}
	return objs.size();
}

/** Gets the intersection between any pair of 2D objects.*/
bool intersect(const TObject2D& o1, const TObject2D& o2, TObject2D& obj);
/** Gets the intersection between any pair of 3D objects.*/
bool intersect(const TObject3D& o1, const TObject3D& o2, TObject3D& obj);
/** @}
 */

/** @name Distances
	@{
 */
/** Gets the distance between two points in a 2D space. */
double distance(const TPoint2D& p1, const TPoint2D& p2);
/** Gets the distance between two points in a 3D space. */
double distance(const TPoint3D& p1, const TPoint3D& p2);
/**  Gets the distance between two lines in a 2D space. */
double distance(const TLine2D& r1, const TLine2D& r2);
/**  Gets the distance between two lines in a 3D space. */
double distance(const TLine3D& r1, const TLine3D& r2);
/**  Gets the distance between two planes. It will be zero if the planes are not
 * parallel. */
double distance(const TPlane& p1, const TPlane& p2);
/** Gets the distance between two polygons in a 2D space. */
double distance(const TPolygon2D& p1, const TPolygon2D& p2);
/** Gets the distance between a polygon and a segment in a 2D space. */
double distance(const TPolygon2D& p1, const TSegment2D& s2);
/** Gets the distance between a segment and a polygon in a 2D space. */
inline double distance(const TSegment2D& s1, const TPolygon2D& p2)
{
	return distance(p2, s1);
}
/** Gets the distance between a polygon and a line in a 2D space. */
double distance(const TPolygon2D& p1, const TLine2D& l2);
inline double distance(const TLine2D& l1, const TPolygon2D& p2)
{
	return distance(p2, l1);
}
/** Gets the distance between two polygons in a 3D space. */
double distance(const TPolygon3D& p1, const TPolygon3D& p2);
/** Gets the distance between a polygon and a segment in a 3D space. */
double distance(const TPolygon3D& p1, const TSegment3D& s2);
/** Gets the distance between a segment and a polygon in a 3D space.*/
inline double distance(const TSegment3D& s1, const TPolygon3D& p2)
{
	return distance(p2, s1);
}
/** Gets the distance between a polygon and a line in a 3D space. */
double distance(const TPolygon3D& p1, const TLine3D& l2);
/** Gets the distance between a line and a polygon in a 3D space */
inline double distance(const TLine3D& l1, const TPolygon3D& p2)
{
	return distance(p2, l1);
}
/** Gets the distance between a polygon and a plane. */
double distance(const TPolygon3D& po, const TPlane& pl);
/** Gets the distance between a plane and a polygon.*/
inline double distance(const TPlane& pl, const TPolygon3D& po)
{
	return distance(po, pl);
}
/** @}
 */

/** @name Bound checkers
	@{
 */
/** Gets the rectangular bounds of a 2D polygon or set of 2D points */
void getRectangleBounds(
	const std::vector<TPoint2D>& poly, TPoint2D& pMin, TPoint2D& pMax);
/** Gets the prism bounds of a 3D polygon or set of 3D points. */
void getPrismBounds(
	const std::vector<TPoint3D>& poly, TPoint3D& pMin, TPoint3D& pMax);
/** @}
 */

/** @name Creation of planes from poses
	@{
 */
/**
 * Given a pose, creates a plane orthogonal to its Z vector.
 * \sa createPlaneFromPoseXZ,createPlaneFromPoseYZ,createPlaneFromPoseAndNormal
 */
void createPlaneFromPoseXY(const mrpt::math::TPose3D& pose, TPlane& plane);
/**
 * Given a pose, creates a plane orthogonal to its Y vector.
 * \sa createPlaneFromPoseXY,createPlaneFromPoseYZ,createPlaneFromPoseAndNormal
 */
void createPlaneFromPoseXZ(const mrpt::math::TPose3D& pose, TPlane& plane);
/**
 * Given a pose, creates a plane orthogonal to its X vector.
 * \sa createPlaneFromPoseXY,createPlaneFromPoseXZ,createPlaneFromPoseAndNormal
 */
void createPlaneFromPoseYZ(const mrpt::math::TPose3D& pose, TPlane& plane);
/**
 * Given a pose and any vector, creates a plane orthogonal to that vector in
 * the pose's coordinates.
 * \sa createPlaneFromPoseXY,createPlaneFromPoseXZ,createPlaneFromPoseYZ
 */
void createPlaneFromPoseAndNormal(
	const mrpt::math::TPose3D& pose, const double (&normal)[3], TPlane& plane);
/**
 * Creates a homogeneus matrix (4x4) such that the coordinate given (0 for x, 1
 * for y, 2 for z) corresponds to the provided vector.
 * \param[in] vec must be a *unitary* vector
 * \sa generateAxisBaseFromDirectionAndAxis()
 */
CMatrixDouble44 generateAxisBaseFromDirectionAndAxis(
	const mrpt::math::TVector3D& vec, uint8_t coord);
/** @}
 */

/** @name Linear regression methods
	@{
 */
/**
 * Using eigenvalues, gets the best fitting line for a set of 2D points.
 * Returns an estimation of the error.
 * \sa spline, leastSquareLinearFit
 */
double getRegressionLine(const std::vector<TPoint2D>& points, TLine2D& line);
/**
 * Using eigenvalues, gets the best fitting line for a set of 3D points.
 * Returns an estimation of the error.
 * \sa spline, leastSquareLinearFit
 */
double getRegressionLine(const std::vector<TPoint3D>& points, TLine3D& line);
/**
 * Using eigenvalues, gets the best fitting plane for a set of 3D points.
 * Returns an estimation of the error.
 * \sa spline, leastSquareLinearFit
 */
double getRegressionPlane(const std::vector<TPoint3D>& points, TPlane& plane);
/** @}
 */

/** @name Miscellaneous Geometry methods
	@{
 */
/**
 * Tries to assemble a set of segments into a set of closed polygons.
 */
void assemblePolygons(
	const std::vector<TSegment3D>& segms, std::vector<TPolygon3D>& polys);
/**
 * Tries to assemble a set of segments into a set of closed polygons, returning
 * the unused segments as another out parameter.
 */
void assemblePolygons(
	const std::vector<TSegment3D>& segms, std::vector<TPolygon3D>& polys,
	std::vector<TSegment3D>& remainder);
/**
 * Extracts all the polygons, including those formed from segments, from the
 * set of objects.
 */
void assemblePolygons(
	const std::vector<TObject3D>& objs, std::vector<TPolygon3D>& polys);
/**
 * Extracts all the polygons, including those formed from segments, from the
 * set of objects.
 */
void assemblePolygons(
	const std::vector<TObject3D>& objs, std::vector<TPolygon3D>& polys,
	std::vector<TObject3D>& remainder);
/**
 * Extracts all the polygons, including those formed from segments, from the
 * set of objects.
 */
void assemblePolygons(
	const std::vector<TObject3D>& objs, std::vector<TPolygon3D>& polys,
	std::vector<TSegment3D>& remainder1, std::vector<TObject3D>& remainder2);

/**
 * Splits a 2D polygon into convex components.
 */
bool splitInConvexComponents(
	const TPolygon2D& poly, std::vector<TPolygon2D>& components);
/**
 * Splits a 3D polygon into convex components.
 * \throw std::logic_error if the polygon can't be fit into a plane.
 */
bool splitInConvexComponents(
	const TPolygon3D& poly, std::vector<TPolygon3D>& components);

/**
 * Gets the bisector of a 2D segment.
 */
void getSegmentBisector(const TSegment2D& sgm, TLine2D& bis);
/**
 * Gets the bisector of a 3D segment.
 */
void getSegmentBisector(const TSegment3D& sgm, TPlane& bis);
/**
 * Gets the bisector of two lines or segments (implicit constructor will be
 * used if necessary)
 */
void getAngleBisector(const TLine2D& l1, const TLine2D& l2, TLine2D& bis);
/**
 * Gets the bisector of two lines or segments (implicit constructor will be
 * used if necessary)
 * \throw std::logic_error if the lines do not fit in a single plane.
 */
void getAngleBisector(const TLine3D& l1, const TLine3D& l2, TLine3D& bis);

/**
 * Fast ray tracing method using polygons' properties.
 * \sa CRenderizable::rayTrace
 */
bool traceRay(
	const std::vector<TPolygonWithPlane>& vec, const mrpt::math::TPose3D& pose,
	double& dist);
/**
 * Fast ray tracing method using polygons' properties.
 * \sa CRenderizable::rayTrace
 */
inline bool traceRay(
	const std::vector<TPolygon3D>& vec, const mrpt::math::TPose3D& pose,
	double& dist)
{
	std::vector<TPolygonWithPlane> pwp;
	TPolygonWithPlane::getPlanes(vec, pwp);
	return traceRay(pwp, pose, dist);
}

/** Computes the cross product of two 3D vectors, returning a vector normal to
  both.
  *  It uses the simple implementation:

	\f[  v_out = \left(
			\begin{array}{c c c}
			\hat{i} ~ \hat{j} ~ \hat{k} \\
			x0 ~ y0 ~ z0 \\
			x1 ~ y1 ~ z1 \\
			\end{array} \right)
	\f]
  */
template <class T, class U, class V>
inline void crossProduct3D(const T& v0, const U& v1, V& vOut)
{
	vOut[0] = v0[1] * v1[2] - v0[2] * v1[1];
	vOut[1] = v0[2] * v1[0] - v0[0] * v1[2];
	vOut[2] = v0[0] * v1[1] - v0[1] * v1[0];
}

//! \overload
template <class T>
inline void crossProduct3D(
	const std::vector<T>& v0, const std::vector<T>& v1, std::vector<T>& v_out)
{
	ASSERT_(v0.size() == 3);
	ASSERT_(v1.size() == 3);
	v_out.resize(3);
	crossProduct3D<std::vector<T>, std::vector<T>, std::vector<T>>(
		v0, v1, v_out);
}
//! overload (returning a vector of size 3 by value).
template <class VEC1, class VEC2>
inline VEC1 crossProduct3D(const VEC1& v0, const VEC2& v1)
{
	VEC1 vOut;
	crossProduct3D<VEC1, VEC2, VEC1>(v0, v1, vOut);
	return vOut;
}

/** Computes the 3x3 skew symmetric matrix from a 3-vector or 3-array:
 * \f[  M([x ~ y ~ z]^\top) = \left(
 * 	\begin{array}{c c c}
 * 	0 & -z & y \\
 * 	z & 0 & -x \\
 * 	-y & x & 0
 * 	\end{array} \right)
 * \f]
 */
template <class VECTOR, class MATRIX>
inline void skew_symmetric3(const VECTOR& v, MATRIX& M)
{
	ASSERT_(v.size() == 3);
	M.setSize(3, 3);
	M(0, 0) = 0;
	M(0, 1) = -v[2];
	M(0, 2) = v[1];
	M(1, 0) = v[2];
	M(1, 1) = 0;
	M(1, 2) = -v[0];
	M(2, 0) = -v[1];
	M(2, 1) = v[0];
	M(2, 2) = 0;
}
//! \overload
template <class VECTOR>
inline mrpt::math::CMatrixDouble33 skew_symmetric3(const VECTOR& v)
{
	mrpt::math::CMatrixDouble33 M(mrpt::math::UNINITIALIZED_MATRIX);
	skew_symmetric3(v, M);
	return M;
}

/** Computes the negative version of a 3x3 skew symmetric matrix from a 3-vector
 * or 3-array:
 * \f[  -M([x ~ y ~ z]^\top) = \left(
 * 	\begin{array}{c c c}
 * 	0 & z & -y \\
 * 	-z & 0 & x \\
 * 	y & -x & 0
 * 	\end{array} \right)
 * \f]
 */
template <class VECTOR, class MATRIX>
inline void skew_symmetric3_neg(const VECTOR& v, MATRIX& M)
{
	ASSERT_(v.size() == 3);
	ASSERT_(M.rows() == 3 && M.cols() == 3);
	M(0, 0) = 0;
	M(0, 1) = v[2];
	M(0, 2) = -v[1];
	M(1, 0) = -v[2];
	M(1, 1) = 0;
	M(1, 2) = v[0];
	M(2, 0) = v[1];
	M(2, 1) = -v[0];
	M(2, 2) = 0;
}
//! \overload
template <class VECTOR>
inline mrpt::math::CMatrixDouble33 skew_symmetric3_neg(const VECTOR& v)
{
	mrpt::math::CMatrixDouble33 M(mrpt::math::UNINITIALIZED_MATRIX);
	skew_symmetric3_neg(v, M);
	return M;
}

/**
 * Returns true if two 2D vectors are parallel. The arguments may be points,
 * arrays, etc.
 */
template <class T, class U>
inline bool vectorsAreParallel2D(const T& v1, const U& v2)
{
	return std::abs(v1[0] * v2[1] - v2[0] * v1[1]) < getEpsilon();
}

/**
 * Returns true if two 3D vectors are parallel. The arguments may be points,
 * arrays, etc.
 */
template <class T, class U>
inline bool vectorsAreParallel3D(const T& v1, const U& v2)
{
	if (std::abs(v1[0] * v2[1] - v2[0] * v1[1]) >= getEpsilon()) return false;
	if (std::abs(v1[1] * v2[2] - v2[1] * v1[2]) >= getEpsilon()) return false;
	return std::abs(v1[2] * v2[0] - v2[2] * v1[0]) < getEpsilon();
}

/** Computes the closest point from a given point to a segment.
 * \sa closestFromPointToLine
 */
void closestFromPointToSegment(
	double Px, double Py, double x1, double y1, double x2, double y2,
	double& out_x, double& out_y);

/// \overload (New in MRPT 2.3.0)
inline mrpt::math::TPoint2D closestFromPointToSegment(
	const mrpt::math::TPoint2D& query, const mrpt::math::TPoint2D& segPt1,
	const mrpt::math::TPoint2D& segPt2)
{
	mrpt::math::TPoint2D r;
	closestFromPointToSegment(
		query.x, query.y, segPt1.x, segPt1.y, segPt2.x, segPt2.y, r.x, r.y);
	return r;
}

/** Computes the closest point from a given point to a (infinite) line.
 * \sa closestFromPointToSegment
 */
void closestFromPointToLine(
	double Px, double Py, double x1, double y1, double x2, double y2,
	double& out_x, double& out_y);

/// \overload (New in MRPT 2.3.0)
inline mrpt::math::TPoint2D closestFromPointToLine(
	const mrpt::math::TPoint2D& query, const mrpt::math::TPoint2D& linePt1,
	const mrpt::math::TPoint2D& linePt2)
{
	mrpt::math::TPoint2D r;
	closestFromPointToLine(
		query.x, query.y, linePt1.x, linePt1.y, linePt2.x, linePt2.y, r.x, r.y);
	return r;
}

/** Returns the square distance from a point to a line.
 */
double squaredDistancePointToLine(
	double Px, double Py, double x1, double y1, double x2, double y2);

/// \overload (New in MRPT 2.3.0)
inline double squaredDistancePointToLine(
	const mrpt::math::TPoint2D& query, const mrpt::math::TPoint2D& linePt1,
	const mrpt::math::TPoint2D& linePt2)
{
	return squaredDistancePointToLine(
		query.x, query.y, linePt1.x, linePt1.y, linePt2.x, linePt2.y);
}

/** Returns the distance between 2 points in 2D. */
template <typename T>
T distanceBetweenPoints(const T x1, const T y1, const T x2, const T y2)
{
	return std::sqrt(square(x1 - x2) + square(y1 - y2));
}

/** Returns the distance between 2 points in 3D. */
template <typename T>
T distanceBetweenPoints(
	const T x1, const T y1, const T z1, const T x2, const T y2, const T z2)
{
	return std::sqrt(square(x1 - x2) + square(y1 - y2) + square(z1 - z2));
}

/** Returns the square distance between 2 points in 2D. */
template <typename T>
T distanceSqrBetweenPoints(const T x1, const T y1, const T x2, const T y2)
{
	return square(x1 - x2) + square(y1 - y2);
}

/** Returns the square distance between 2 points in 3D. */
template <typename T>
T distanceSqrBetweenPoints(
	const T x1, const T y1, const T z1, const T x2, const T y2, const T z2)
{
	return square(x1 - x2) + square(y1 - y2) + square(z1 - z2);
}

/** Computes the closest point from a given point to a segment, and returns that
 * minimum distance.
 */
template <typename T>
double minimumDistanceFromPointToSegment(
	const double Px, const double Py, const double x1, const double y1,
	const double x2, const double y2, T& out_x, T& out_y)
{
	double ox, oy;
	closestFromPointToSegment(Px, Py, x1, y1, x2, y2, ox, oy);
	out_x = static_cast<T>(ox);
	out_y = static_cast<T>(oy);
	return distanceBetweenPoints(Px, Py, ox, oy);
}

/** Specialized method to check whether a point (x,y) falls into a quadrangle.
 * \sa pointIntoPolygon2D
 */
template <typename T>
bool pointIntoQuadrangle(
	T x, T y, T v1x, T v1y, T v2x, T v2y, T v3x, T v3y, T v4x, T v4y)
{
	using mrpt::sign;

	const T a1 = atan2(v1y - y, v1x - x);
	const T a2 = atan2(v2y - y, v2x - x);
	const T a3 = atan2(v3y - y, v3x - x);
	const T a4 = atan2(v4y - y, v4x - x);

	// The point is INSIDE iff all the signs of the angles between each vertex
	//  and the next one are equal.
	const T da1 = mrpt::math::wrapToPi(a2 - a1);
	const T da2 = mrpt::math::wrapToPi(a3 - a2);
	if (sign(da1) != sign(da2)) return false;

	const T da3 = mrpt::math::wrapToPi(a4 - a3);
	if (sign(da2) != sign(da3)) return false;

	const T da4 = mrpt::math::wrapToPi(a1 - a4);
	return (sign(da3) == sign(da4) && (sign(da4) == sign(da1)));
}

/** Returns whether two rotated rectangles intersect.
 *  The first rectangle is not rotated and given by
 * (R1_x_min,R1_x_max)-(R1_y_min,R1_y_max).
 *  The second rectangle is given is a similar way, but it is internally rotated
 * according
 *   to the given coordinates translation
 * (R2_pose_x,R2_pose_y,R2_pose_phi(radians)), relative
 *   to the coordinates system of rectangle 1.
 */
bool RectanglesIntersection(
	double R1_x_min, double R1_x_max, double R1_y_min, double R1_y_max,
	double R2_x_min, double R2_x_max, double R2_y_min, double R2_y_max,
	double R2_pose_x, double R2_pose_y, double R2_pose_phi);

/** Computes an axis base (a set of three 3D normal vectors) with the given
  vector being the first of them ("X")
  * NOTE: Make sure of passing all floats or doubles and that the template of
  the receiving matrix is of the same type!
  *
  *  If   \f$ d = [ dx ~ dy ~ dz ] \f$ is the input vector, then this function
  returns a matrix \f$ M \f$ such as:
  *
	\f[  M = \left(
			\begin{array}{c c c}
			v^1_x ~ v^2_x ~ v^3_x \\
			v^1_y ~ v^2_y ~ v^3_y \\
			v^1_z ~ v^2_z ~ v^3_z
			\end{array} \right)
	\f]
  *
  *   And the three normal vectors are computed as:
	*
	*  \f[ v^1 = \frac{d}{|d|}  \f]
	*
	* If (dx!=0 or dy!=0):
	* \f[ v^2 = \frac{[-dy ~ dx ~ 0 ]}{\sqrt{dx^2+dy^2}}  \f]
	* otherwise (the direction vector is vertical):
	* \f[ v^2 = [1 ~ 0 ~ 0]  \f]
	*
	* And finally, the third vector is the cross product of the others:
	*
	*    \f[ v^3 = v^1 \times v^2  \f]
  *
  * \return The 3x3 matrix (CMatrixDynamic<T>), containing one vector
  per column.
  * \except Throws an std::exception on invalid input (i.e. null direction
  vector)
	* \sa generateAxisBaseFromDirectionAndAxis()
  *
  * (JLB @ 18-SEP-2007)
  */
CMatrixDouble33 generateAxisBaseFromDirection(double dx, double dy, double dz);

/** @} */  // end of misc. geom. methods

/** @} */  // end of grouping

namespace internal
{
void unsafeProjectPolygon(
	const TPolygon3D& poly, const TPose3D& pose, TPolygon2D& newPoly);
}
}  // namespace mrpt::math
